Search found 40 matches

by Avarant
Wed Apr 01, 2015 3:37 pm
Forum: Ideas and Suggestions
Topic: Multiplayer competitive mode with indirect combat
Replies: 1
Views: 918

Re: Multiplayer competitive mode with indirect combat

Duh, I just realized the game already uses a fog of war. I just didn't think of it because their bases don't change :P
by Avarant
Wed Apr 01, 2015 1:40 pm
Forum: Implemented Suggestions
Topic: More logistics slots
Replies: 10
Views: 3817

Re: More logistics slots

... I've modded in more toolbelt research, so I have twice as many slots as most of everyone else. Can you explain to me how to do that or release that mod ? I'm interested in it and if it means more research is needed to get it - even better ! tnx It's quite easy to do these on your own (but of co...
by Avarant
Tue Mar 31, 2015 6:42 pm
Forum: Ideas and Suggestions
Topic: Multiplayer competitive mode with indirect combat
Replies: 1
Views: 918

Multiplayer competitive mode with indirect combat

Competitive game mode: TL;DR version: - Combat would occur mostly through indirectly via independent combat units - Aliens and alien artifacts removed - Shroud of war - Double/triple most recipe yields to speed gameplay up significantly Details - You have a unit manufacturing plant that builds/store...
by Avarant
Wed Nov 19, 2014 3:43 pm
Forum: Multiplayer
Topic: Hosting In America!
Replies: 7
Views: 11078

Re: Hosting In America!

I joined the Hydra group on Evolve..

Although I'm from U.S., my playtime tends to be during the day there
by Avarant
Wed Nov 19, 2014 2:47 pm
Forum: Multiplayer
Topic: Looking for players (America/Worldwide)
Replies: 8
Views: 10747

Re: Looking for players (America/Worldwide)

skype: ryan.ogletree1
by Avarant
Wed Nov 19, 2014 1:30 pm
Forum: Multiplayer
Topic: Looking for players (America/Worldwide)
Replies: 8
Views: 10747

Re: Looking for players (America/Worldwide)

Texas boy here. I'm up for some playing!

I've taken a break since 10.0 or so to keep it all fresh. My gametime is more during the day (before 6pm or so).
by Avarant
Sat Aug 02, 2014 5:37 am
Forum: News
Topic: Friday Facts #45 - The second wave
Replies: 17
Views: 20121

Re: Friday Facts #45 - The second wave

I was a big fan of those minecraft mods too, and am a much bigger fan of Factorio at this point. But something I do miss from the minecraft side is the sense of discovery (via digging or exploration). Of course, working in only 2 dimensions instead of 3 is going to limit the sense of discovery/adven...
by Avarant
Wed May 21, 2014 2:32 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

So to make it clear. I'm for the armies under the command of the player. I'm for needing a large infrastructure to make and arm your tanks/drones (would prefer drones). I'm for needing an infrastructure of roboport like towers (including range) to be able to use them. But I don't want to have direc...
by Avarant
Tue May 20, 2014 4:52 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Deforestation Tool
Replies: 6
Views: 5100

Re: [REQUEST] Deforestation Tool

drs9999 wrote:Just use poison-capsules in that cases?!
Didn't know that worked! Thanks :)
by Avarant
Mon May 19, 2014 12:40 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Deforestation Tool
Replies: 6
Views: 5100

[REQUEST] Deforestation Tool

Basically a deconstruction order that can only target trees. Targeting leftover trees in areas I want to build can be tedious when there are other things around that you don't want to delete. Right now my workaround is just completely deforesting huge areas before I start building in an area. But it...
by Avarant
Sun May 18, 2014 2:19 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

You have said that Factorio wouldn't become RTS if the units were manufactured automatically (the bread of RTS) and now you're saying you'd be controlling where your units go (the butter of RTS), therefore it wouldn't become an RTS. Make your mind up man. I just meant that if you don't have to cont...
by Avarant
Sun May 18, 2014 2:18 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

Y'all act like the game's limited to you locking yourself in your factory and watching stuff happen by itself, like the biters only exist so they can walk up to turrets and die. This is not true and has never been true. There are already RPG elements. You can build power armor and go whoop them up ...
by Avarant
Sun May 18, 2014 2:09 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

RTS scene is dead and desperately needs a change. Pretty much the only competition there is is Starcraft - although that's a on a wildly different level that not even Factorio can only dream of achieving. CnC took the wrong way, then flopped around a little and died. The only thing keeping RTS play...
by Avarant
Sun May 18, 2014 2:06 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

Instead of manually controlling armies of bots (which a number of people are opposed to, and it would suddenly put this game in competition with all the great RTS's already out there...), RTS scene is dead and desperately needs a change. Pretty much the only competition there is is Starcraft - alth...
by Avarant
Sat May 17, 2014 11:27 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105213

Re: RTS direction

You guys may be tired of hearing a hundred different opinions on this, but here's mine :). I think it strikes a balance between quite a few of the other suggestions... There two main underlying motivations that I can see: 1. We love automation . We love having minions doing our bidding that don't re...
by Avarant
Thu May 15, 2014 9:30 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] A way to pick items off ground
Replies: 8
Views: 4726

Re: [REQUEST] A way to pick items off ground

You're amazing, thank you. I think i can tweak it from there :).

Coincidentally, just 5 minutes ago I placed a lab that ended up being dedicated to you.
by Avarant
Thu May 15, 2014 7:49 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] A way to pick items off ground
Replies: 8
Views: 4726

Re: [REQUEST] A way to pick items off ground

Thanks for the responses!

Okay let's so say I want to make Roboports automatically pick up all alien artifacts with 100 radius. That would be achievable through modifying the Fmod stuff right? (sorry, I'm not programmer, I've only edited some LUA numbers before)
by Avarant
Tue May 13, 2014 7:14 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] A way to pick items off ground
Replies: 8
Views: 4726

[REQUEST] A way to pick items off ground

Be it huge enemy bases, or accidental inventory overloads, picking up lots of items scattered on the ground can be very annoying. 3 ideas of solving that tedium: 1. Increased player pickup radius (significantly) 2. *Preferred solution* Using Bots. Basically an item like deconstruction blueprint, but...
by Avarant
Fri May 02, 2014 10:10 pm
Forum: News
Topic: Friday Facts #32
Replies: 33
Views: 20498

Re: Friday Facts #32

Awesome trailer!

Btw I've been loving the blueprint system for mass expansion. And there's just something about barrels of oil that inspires lust and greed for more oil. I find myself stockpiling barrels and barrels of it, just to have it. Maybe it's because I'm American. :roll:
by Avarant
Tue Apr 22, 2014 12:44 am
Forum: General discussion
Topic: Is there a way to cancel deconstruction orders?
Replies: 1
Views: 1536

Is there a way to cancel deconstruction orders?

As per title.

I apologize if this is something terribly obvious that I'm overlooking.

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